Releases: DreamyCecil/HL2IM
Public Beta 0.8.1
Changes since 0.8
- Reduced health of Antlion Guard enemies: 1000 HP -> 300 HP.
- Added command for reducing flashing from the Gravity Gun launch effect (
hl2_bReduceGravityGunFlash
command). - Antlion and Antlion Guard enemies now consist mostly out of flesh rather than bones.
- ModelHolder2 entities can now be damaged with the Gravity Gun.
- But MovingBrush entities with infinite health, on the other hand, not so much anymore.
- Added warning about the physics simulation in multiplayer.
- Disabled suit zoom and flashlight functionality without the HEV suit.
- Heavily optimized handling of entities with realistic physics.
- So much so that certain maps can handle even 100 simulation iterations per tick now (overkill, definitely not recommended).
- Added flares to items for better visibility, like in Serious Sam (
hl2_bItemFlares
command). - Added option for disabling realistic physics for local items per player (when someone picks up an item and it disappears for them but still stays for everyone else).
- Increased use range for Switch entities: 2m -> 3m.
- Allowed physics objects to be flung when released from the Gravity Gun during player movement instead of resetting all velocity.
- Added bullet impact sounds from shooting any ModelHolder2 entity with destruction and any non-fleshy enemy.
- Restored old jumping physics while moving downwards on sloped surfaces.
- Attached Gravity Gun's launch beam to the hit entity to prevent it from floating in the air.
- Restored old logic for replacing surfaces of specific textures on brushes by adding a new option that forces these replacements on non-default surfaces (such as Sand and Grass).
- This was intentionally done this way pre-0.8 to handle cases such as levels from some POANL mods that implement new metal surface type by replacing particles and sounds of the snow surface.
- Allowed respawning items to be physical with custom logic that prevents these items from being misplaced too much.
- Made Gravity Gun drop any held objects if they are not directly in front of it for longer than one second.
- Made physics objects orient themselves properly while floating on water instead of acting like they are in zero gravity.
- Reworked screen shaking from explosions and added more sources for them.
- Allowed multiplying explosion shake intensity with
hl2_fExplosionShakeIntensity
shell command.
- Allowed multiplying explosion shake intensity with
- Added more commands to the mod config under Options -> Advanced Options in-game.
Fixes
- Fixed Antlion enemies using Boneman projectiles (regression since b0.8).
- Fixed kinematic physics objects sometimes breaking with invalid positions.
- Fixed Scientist enemies setting themselves to a specific type when replacing BigHead enemies with "Saint" or "Zombie" types.
- Fixed rotation jitter during rendering of entities with realistic physics at unusual angles.
- Fixed weird physics when spawning physics objects on moving brushes and then taking them off those brushes.
- Fixed broken physics objects on Bouncer entities if their brushes are too flat, just like with MovingBrush entities.
- Fixed crazy third person camera angles when targeting nearby entities with the Gravity Gun.
- Fixed the impassable spike room in Valley of the Jaguar due to the new physics properties of the player entity (and possibly some other places with applied sector force).
Public Beta 0.8
Happy 20th anniversary to Half-Life 2!
Welcome to Public Beta 0.8. After three years in development, hopefully it will have been worth the wait. Please let me know what you think after you have had a chance to play. Thanks, and have fun!
Videos
Public Beta 0.8 Trailer: https://www.youtube.com/watch?v=PPab0LLvCoQ
Physics Engine Demo: https://www.youtube.com/watch?v=woBgsad9CG0
Changes since 0.75
Major changes
- Rebranded mod from "Half-Life 2 Immersion Mod" to "Serious Immersion: Half-Life 2".
- Renamed folder name to HL2IM to match the repository name.
- Removed bot support to prevent compatibility issues.
- Implemented compatibility with Classics Patch.
- Improved manual FOV adjustment for widescreen resolutions and disabled it if Classics Patch is detected.
- Added new global controller that's created on game start.
- Moved world updating logic to the global controller.
- Removed The First Encounter map conversion (use Classics Patch for better conversion of TFE maps straight from its game folder).
- Added Flying Rocketmen gamemode with low gravity and only RPGs.
- Reworked vanilla enemies.
- Reverted changes to vanilla Serious Sam enemies.
- Readded vanilla enemy replacements as separate enemy classes.
- Added option for dynamically replacing vanilla Serious Sam enemies with new Half-Life ones.
- Improvements to the Gravity Gun:
- Made held objects follow the camera view immediately and rotate according to the view angle.
- Accounted for the current player movement to adjust held object position in front of the player.
- Fixed objects getting stuck in the air after grabbing them from other players and releasing them.
- Adjusted holding distance based on the object size.
- Allowed Gravity Gun to interact with translucent brush polygons.
- Made launching effects look more impactful with the charge following the hit point while it's visible.
- Improvements to the engine physics:
- Added realistic physics using Open Dynamics Engine.
- Made item pickups physical.
- Made radio and rollermines physical.
- Implemented spawnable wooden pallets for prop flying shenanigans.
- Added custom entity collision shapes with precise brush-like collision, including: spheres, cylinders, capsules and boxes.
- Made bullet holes visible on entities with custom collision shapes.
- Added realistic physics using Open Dynamics Engine.
- Restored mouse input in the HEV HAX menu and used direct number keys for the buttons instead of relying on weapon selection binds.
- Allowed the HEV suit to be taken away on PlayerMarkers, which removes HUD rendering and HEV suit sounds.
- Added separate ammo types for MP7 bullets and USP bullets. The old type will keep giving bullets for both weapons for compatibility.
- Added "plastic" and "weapon" materials primarily for physics props.
- Hello, Gordon!
Minor changes
- Adjusted player movement to be ever so slightly Source-like.
- Increased crossbow recoil.
- Disabled enemy drops in special gamemodes.
- Adjusted RPG's missle collision box to match the model size.
- Adjusted homing projectiles flight to be more precise.
- Made old bullet holes disappear if new ones are created nearby.
- Replaced JSON material configs with INI configs.
- Added new entity for rendering text as world particles in 3D space.
- Prevented players from picking up powerups (in singleplayer) and weapons if they don't add any new ammo.
- Added "Grenades +1" text upon picking up additional grenades.
- Separated HEV suit music from its pickup sound, which also plays once on the first HEV suit pickup.
- Restored rendering of bullet sparks from hitting metal surfaces.
- Adjusted amount of ammo given on pickup to match Half-Life 2 (including per difficulty).
- Centered weapon selection row on the HUD so it looks centered on non-4:3 resolutions as well.
- Made crosshair look and scale more like in Half-Life 2.
- Node Graph out of Date. Rebuilding...
Fixes
- Fixed crashes on map loading from setting "Allow health" or "Allow armor" multiplayer options to "No".
- Fixed incorrect amount of Arms Race levels.
- Fixed "Wood" surface type accidentally replacing "Grass" surface.
- Fixed new surface types (like Metal and Glass) not appearing in the editor.
- Fixed crossbow rod sparks on the viewmodel with prediction turned on.
- Fixed existing surface types (like Sand, Water, Lava etc.) being replaced with new ones based on material configs.
Patch 0.75 for 0.7
This is just a patch for the base version (0.7) of the mod! Make sure to install the base version before this patch.
Changes since 0.73
- Added bot support.
- Increased Arms Race weapon levels from 7 to 10.
- Added fancy sparks while reloading the crossbow.
- Widened gravity gun range to grab and launch objects without targeting them directly.
- Fixed mag counter display on Pulse Rifle in the Dissolvent gamemode with the Infinite Ammo option on.
- Fixed suit zoom getting stuck upon death and respawning until pressed again.
- Fixed materials not loading when playing demos.
- Fixed ground items sliding on Deathmatch maps.
- Fixed crowbar drop upon death if not holding any weapon.
- Fixed crash when player leaves after launching a homing rocket.
- Fixed ammo warning check being shared among all players.
- Fixed magazines not resetting for picked weapons after respawning in Deathmatch.
Full description with mod showcase can be found at https://dreamycecil.itch.io/hl2-im
Download base version (0.7)
https://github.com/DreamyCecil/HL2IM/releases/download/b0.7/HL2_2020_08_13.zip
Patch 0.73 for 0.7
This is just a patch for the base version (0.7) of the mod! Make sure to install the base version before this patch.
Changes since 0.7
- Fixed Gravity Gun desync in multiplayer.
- Added experimental Minekill gamemode.
- Changed player's jump speed back to 11 from 10.
- Added a few color presets for the HUD in custom options.
- Enemies' ragdolls upon death will now rotate towards the nearest plane to look like they're lying on it.
- Adjusted hit distance for the huge Beast.
- Made Manhacks (Gnaars) fly all the time by default.
- Added recoil shake to the view with sharp turning.
- Disabled recoil shake if view bobbing is off.
- Added missing latency display in the bottom right corner.
Full description with mod showcase can be found at https://dreamycecil.itch.io/hl2-im
Download base version (0.7)
https://github.com/DreamyCecil/HL2IM/releases/download/b0.7/HL2_2020_08_13.zip
Public Beta 0.7
Half-Life 2 Immersion Mod tries to recreate an atmosphere of playing Half-Life 2 on Serious Engine with ported weapons, enemies, effects and a bunch of other features that mimic Half-Life 2 as closely as possible!
Note
This is the first version of Half-Life 2 Immersion Mod to be released. The reason why it's version "0.7" is because, at the time, I thought of the mod as being roughly 70% completed, which ended up being wrong further down the line as more ideas came up.
Mod features
- All main weapons from Half-Life 2 were ported as closely as possible. These include:
Crowbar, Gravity Gun, USP, .357 Magnum, MP7, Pulse Rifle, SPAS-12, Crossbow, Grenade, RPG.
Also an extra temporary weapon from Counter-Strike: Source - G3SG1 auto-sniper. - Completely new HUD, remade from scratch to look as similar to Half-Life 2 as possible
[unfinished]
. - 8 ported enemies from Half-Life 2 + 1 bonus enemy from Team Fortress 2 (reskins). These include:
Civil Protection, Manhack, Overwatch Soldier, Overwatch Elite, Standard Headcrab, Fast Zombie, Antlion Soldier, Antlion Guard.
A bonus boss from Team Fortress 2 - the one and only Merasmus! - Surface configs that automatically assign materials to textures on levels (making use of new materials such as Metal and Glass) for better immersion (experimental feature).
- Various effects from Half-Life 2 such as bullet holes and stepping sounds
[unfinished]
. - Flashlight and suit zoom similar to Half-Life 2
[unfinished]
. - Captions similar to Half-Life 2 that also display picked items (temporary).
- Several fun features:
- Bunnyhopping immitation (continuous hopping with horizontal acceleration).
- Speed & jump multipliers.
- Improved enemies to be more like in Half-Life 2 with enemy drops.
- A few experimental gamemodes:
Arms Race: The primary weapon cycles between 7 different weapons every 3 kills.
Dissolvent: The only available weapon is the Pulse Rifle with unlimited energy balls.
Bunny Hunt: Increased movement speed with auto bunnyhopping; the only weapon is G3SG1.
Full description with mod showcase can be found at https://dreamycecil.itch.io/hl2-im